OPENING STATEMENT:This guide lists more than one team for some fights - this is to allow you, the tamer, to choose from two solid teams that both work in a similarly short timeframe while meeting all other goals. It is not the be-all end-all "perfect" team for each fight, it is aimed to allow the largest number of players to consistently defeat the Master Tamers (while levelling a pet) and also defeat the Beasts of Fable as you pass by them on your way around Pandaria. The forums themselves may contain alternate teams that are not listed here, though if one of them should be found to be hands-down better than the one(s) listed here, they will likely replace what is in the guide.

ASSUMPTION:- This guide is definitely aimed at the experienced PvE pet battler, with a solid stable of level 25 rare pets and a willingness to acquire and level more of them as needed.- The guide also assumes you do not have / want more than 1 of any given pet collected. Many pet collectors prefer to have only 1 of each, so the guide is written with that in mind.

GOALS:- Allow you (in the case of the master tamers) to bring a "carry pet" to gain large amounts of XP. Beasts of Fable battles award terrible XP compared to the Master tamers (or even regular battles) so the goal there is to just win quickly.- Provide a single list of (some of) the best teams for the Master Tamers and Beasts of Fable- Use only pets that can be captured in game, purchased from vendors, dropped from mobs, or from achievements/quests- Avoid using pets with very low drop rates or that require spending real-world money (so no TCG or Blizzard Store pets)- Win as close to 100% of the time as possible, trying to avoid RNG (natural bad luck + randomness = frustrating losses)- Update as others contribute their winning strategies, after testing, so long as the 4 goals above are met

CREDITS:These teams are credited to many people around the WoW community and on the WarcraftPets forums especially. While we may have tweaked some of them to improve odds, they are almost always the work of other pet battlers out there. Two people who cannot be thanked enough are Cabadath and Phraide, whose original works are the backbone of this entire guide. Most notably the previous version of the guide found here: Guide to tamer daily pet battles (5.3) - For veterans by Phraide provided the design, structure, and many of the teams.

ADD-ONS:BattlePet BreedID - displays the letter code breeds heavily referenced throughout the pet battling communityPetBattle Teams - lets you create and lock down multiple pet teams with specific members and abilities, then you can select the team of two, drag in your carry pet from the left pet list to the empty slot in the bottom-center area and then start the battle.PetBattle Tactician - shows the PvE enemy team abilities and cooldown timers. It makes a significant difference in how easy some of these fights are to follow and time the use of abilities. I hated having to memorize all the ability cooldowns for the enemy teams.

------------------------------------------------------------------------------------------------------------------------------PETS:- Unless noted, should always be rare and are described using the code - - Pet name [Breed] (Skillset)- before a pet’s name in the strategy means the pet is required for it, no other pet is reasonably acceptable- Alternate pets will be listed below the main pet list for the fight, labeled for which slot they are a replacement for

[Breed] displays both the breed ID# used by Blizzard and the letter codes commonly displayed by many add-ons.[-] means there is no need to search for a specific breed or there is only one / no breed at all.The most common breeds used are [4-P/P], [5-S/S], [6-H/H], and [8-P/S].

(Skillset) is the list of abilities the pet will use for the encounter. There are 2 abilities for each slot that you can choose from, a 1 means the top ability and a 2 means the bottom ability. So 111 means the top ability for all 3 slots, and 212 means the bottom ability for the first and last slots and the top ability for the second slot.

Carry pets generally are brought out when a pet dies and then immediately switched out, so they take no actions but still get their XP. If a carry pet starts out as the first pet then it must make 1 action before being switched. If the carry pet will take significant damage then a recommended minimum health will be listed.

TEAM COMPOSITIONS:The pet battle strategies listed sometimes contain different pet options for the first, second, or third pet slots. You only need to have one of the pets available, and in general they are listed in the order of strongest to weakest. Where the weaker choice makes a difference in the fight it will be explained what you need to do.

The teams are listed with which pet should be in the first, second, and third slot but really only the first slot is critical. Personally unless the carry pet is first I always have mine in the third slot so it is easier for me to manage my teams.

------------------------------------------------------------------------------------------------------------------------------MASTER PET LIST:Below is a list of all the pets used throughout this guide. Make sure you look over all the fights before you make your shopping list, as you can exclude several of the pets depending on which team makeup you decide to use for the various fights. For example you never need to have a Minfernal or Netherspace Abyssal, the other exploders can do the job, maybe just not as well. And if you decide never to bother with the regular Beasts of Fable there are a number of pets you will not need (like the Minfernal ).

------------------------------------------------------------------------------------------------------------------------------TRAVEL ROUTE/This list shows the order including when and where to heal your teams and is designed to reduce travel time. The entire route can be completed in under 2 hours, if you want to use lesser pet treats along the way.Just doing the Master Tamers can be completed in less than an hour, if XP is your main goal.

The entries that have (Book #) after them are Beasts of Fable and that is the daily quest they are listed under.All healing instructions listed after the fights assume you actually need a heal, the spots are on the way in most cases.All tamers except Bordin Steadyfist, Brok, and Goz Banefury give a Sack of Pet Supplies as a reward for their daily quest.All Pandaren Spirits give Pandaren Spirit Pet Supplies as a reward, which can contain the pet of that Spirit.If you decide to not do the Beasts of Fable then you should completely skip those lines (including healing location).

You can go thru any Blasted Lands portal and fly over to fight Lydia Accoste in Deadwind Pass (40,76), and also go fight Trixxy in Winterspring (65, 64) as they both also give a Sack of Pet Supplies (any of which can contain Flawless-type Battle-Stones). They do not give good XP for your pets, assuming you use 25’s and a carry pet, but the sacks may be worth the effort.

------------------------------------------------------------------------------------------------------------------------------Beasts of Fable (BoF) Strategies: These pet teams require special mention because they can be used vs many of the beasts, though some work better than others. All of the teams are listed at the end of the guide so as to avoid repeating the same information throughout, as they can be used multiple times with the same set of moves.------------------------------------------------------------------------------------------------------------------------------Thundering Pandaren Spirit - Location: Vale of Eternal Blossoms (67, 13)Team 1: 17 rounds

- It takes 3 missiles (assuming no crits) to get him in explode range:Missile > Decoy > Missile x2 > Explode (ideal)Missile > Decoy > Missile x3 > Explode -- works if you miss with only 1 missileMissile > Decoy > Missile x4 > pass > Explode -- works if you miss with 2 missiles in the first 4 fired, but the fifth better hit- If you crit with a missile you can explode early, as long as Darnak has under 619 health.

Note: your carry pet doesn't need to participate, as it will be the only one left alive at the end of the fight and will thus receive XP

- Switch to carry pet > switch to Grasslands Cottontail (Darnak casts Stoneskin first, always)- If Dragonling died for good along with Sludgy or you finished off Sludgy with the rabbit start with Scratch- *Dodge > Scratch > Scratch > Burrow > Scratch <- repeat until Darnak dies*Scratch is used every round unless one of the 2 conditions below are true:Darnak has BOTH Stone Rush and Burrow off cooldown - he will always Burrow so you cast Scratch > DodgeDarnak has ONLY Stone Rush off cooldown - so you cast Burrow. Darnak should do no damage if this is done right.

Note: Any variant of Rabbit with a speed of 305+ will do. The Grasslands Cottontail [5-S/S] just has the best stats.

Note: a single pump can kill the water spirit and he has too much health for just Whirlpool & Surge of Power to kill him, even with a Howl-pumped Bite added in, making Burst Team 1 too RNG. If you attack with Val’kyr/Skull he could Wave your back line to pieces before he ever charges up and uses pump on your undead pet. Burst team 2 is now better, ending with Shock & Awe + Ion Cannon.

- Bite (if you can) until your Chrominius dies > switch to Darkmoon Zeppelin- Decoy when there is 0-1 round left on Headbutt's cooldown (blocking it is ideal, but stopping damage after it works, too)- Missile until Needleback has under 619 HP > Explode

Note: your carry pet doesn't need to participate, as it will be the only one left alive at the end of the fight and will thus receive XP

After fight heal at Su the Tamer, Halfhill, Valley of the Four Winds (55, 49)

- Cocoon Strike when Headbutt is up (or has 1-round left if you are slowed by Fangor’s debuff)- Moth Dust when up, Alpha Strike otherwise

Note: The extra Emerald Presence is so you will start the fight against Fangor with the bonus Dragonkin damage buff

Also, if you don’t mind lengthening the fight, recast Emerald Presence when it has 1 round left vs Fangor as the ideal condition is to kill him with your Proto-Whelp and then have the Proto-Whelp eat the first Headbutt.

- Moonfire > Ancient Blessing > Flamethrower > Flamerthrower > repeat unless Moth Dust sleeps.- If slept then just prioritize your abilities to be Ancient Blessing when up, Moonfire when up (and Dusty is not in a cocoon), Flamethrower otherwise. If you get slept twice it’s not likely you will be able to win, unfortunately.

- Early Advantage if Jadefire has 500 more health than your Infinite Whelpling- Tail Sweep until your Infinite Whelpling dies > switch to Darkmoon Zeppelin > Missile until Jadefire dies- (Early Advantage makes the extra hit only after the 1st hit resolves and the opponent still has more health)

vs Netherbite

- Decoy > Missile until Netherbite has 618HP or less - Explode (but NOT if he has Soul Ward or Phase Shift up or available, as he’s faster, then just Missile)

Note: your carry pet doesn't need to participate, as it will be the only one left alive at the end of the fight and will thus receive XP.

Beasts of Fable (BoF) Strategies::!: Each entry has up to 3 extra lines detailing how the team stacks up vs the various beasts:Ideal: the team will win without any issues at all, the BoF cannot really mess with the order of attacks at allGood: the team can win most of the time, but the BoF can sometimes wreck it with a stun, 1 to 2 hit kill, root, etcPoor: the team should never be used against this BoF, it just does not work well (heals, RNG, speed issues, etc)

At the end of round 5 both Geyser and Whirlpool detonate at the same time with a +125% boost (25% from Unholy Ascension and 100% from Howl). The enemy takes a lot of damage and is stunned (except for the critters Lucky Yi, Ka’wi the Gorger, and Nitun). The Surge of Power will also have the damage buff and will finish off the enemy, should it be needed.

At the end of round 4 both Geyser and Whirlpool detonate at the same time with a +100% boost from Howl. The enemy takes a lot of damage and is stunned (except for the critters Lucky Yi, Ka’wi the Gorger, and Nitun). The Surge of Power will also have the damage buff and will usually finish off the enemy, should it be needed.

Aiming always for 310+ speed to allow you to go first even wounded is a good idea. Almost any rare moth, or any rare bird with Lift-Off, of breed [5-S/S] will have a high enough speed. Here are some other good choices, though:

This fight is a little varied due to No-No’s somewhat random use of Dive and Beaver Dam, so you should react to his abilities as shown in the table below: No-No’s condition - - Your Actionon the surface + no Beaver Dam - - Moth Dust/Alpha Strike/Slicing Wind/Call Darkness > Nocturnal Strikeunderwater + no Beaver Dam - - Cocoon Strike/Lift-Off (if you have them) or Pass (or other non-attack)anywhere + Beaver Dam up - - Pass and let him knock it down, he’ll often waste his Dive against it

- Lucky Yi usually will die to the first raptor, I have yet to not kill him by round 4.- Chrominius as a third pet will allow you to Howl > Surge of Power if things go horribly bad against Ka’wi.- Darkmoon Tonk as a third pet can do Shock and Awe and Ion Cannon for those bad Ka’wi attempts, as well.

*The pet list for this team has many options but the less health your slot 2/3 exploders have, the more damage you have to do before you can be ensured of a win. So a 1B turnip plus 2C and 3C exploders would be a less than ideal team.

*This is where you have to find what works best vs each BoF with the team you assemble. Personally I use a lantern with a Zeppelin as my #1 so I can Decoy > Missile > Explode, even if the BoF hits him hard he’ll get off the Decoy. My #2 is a Pet Bombling now and he can just explode, even against Ti’un the Wanderer. Kafi’s headbutt can still ruin my day, though. There are too many “What-Ifs” to cover all the options, so play around with the exploders you have to see what works.

NOTE: Due to the changes the current strategy I have is no longer viable as the Mechanical Pandaren Dragonling cannot Decoy & Explode. I will update this section once the Faire comes back around on October 6th and I can fight it again.

Last edited by Rendigar on October 18th, 2013, 5:38 am, edited 17 times in total.

Updates will be briefly listed in this post, for those looking to know what changed, but I'll try to keep the main guide post to just the current team setups that fit the criteria. This is a work in progress, as all guides to a changing game are, and everyone's contributions are what makes this a useful document.

*01* Added Snail/Zeppelin team for Thundering Pandaran Spirit, thanks to Yamun for posting it and Nytemarerulez for extra testing (verifying any breed makes no difference in timing). Note the rabbit team works perfectly fine, but it's more of a pain to use - especially w/o a {5-S/S] Grasslands Cottontail

*02* Changed Flowing Pandaren Spirit to use Gryphon sans Eagle, expanded Major Payne Rabbit/Bot strat[b], thanks to Stencil for the general discussion and the in-depth analysis and design of his Major Payne strat (which was orignally just paraphrased here).

Onyxian Whelping vs TonkHere there will be a little bit of play depending on if the Tonk Uses Lock On first and the amount of health you have. If he using Lock On you will use Lift Off, Healing Flame, Tail Sweep. If rng is not in your favor he will kill your pet before you can damage him or before you can use Healing Flame.

Harbinger of Flame vs TonkImmolate, Burn, Conflagrate Harbinger of Flame vs Evil Little MonkeyHis goal is to soak the stun and once stunned switch out to the Yeti.

Tranquil Mechanical Yeti vs MonkeyMetal Fist, Metal Fist, Ion CannonEven if the bananas kill your Yeti you still should have the Harbinger of Flame up to ensure the win.

Now I will admit that this does have a small chance of failing but about 98% of the time it is solid.

You just pointed out one thing that the guide forgot to mention: the goal is to allow you (in the case of the master tamers) to bring a "carry pet" to gain large amounts of XP. Building a team of 3 level 25's to beat the master tamers is (mostly) rock/paper/scissors. Being aboe to beat them with only 2 level 25's is a bit more complicated (and thus the original guide this is based on, was born). I'll add in a statement at the top so people will realize it. Thanks!

Nytemarerulez wrote:1st thanks for updating the guide you beat me to it, was planing on making an updated version2nd this is the vet guide there should never be an alt team, this is where you come for end all be all team (other wise good job)3rd you got lot of teams wrong man, and order in what you do, or the attack you use4th BOF only needs 2x teams 2x Lanterns 2x Netherspace Abyssal, and 2x MiniFernal and yes they must be HH for this to work, all matches in on round 4 with No-NO beinn up to 6(most I had)5th - you can drop some of the heals as they are not needed.6th few of the fights you mention carry pet have 500+ hp is not needed as they take no damage7th there another way to get to blood knight, and to Major payne- For Blood knight you can use Blessed Medallion of Karabor - takes you right in front of BT- for Mayor Payne you can use Wormhole Generator: Northrend pick Icecrown and you right there(for Eng)

1st - You are welcome, the community supplies the information, I am just trying to bring it together.2nd - Not everyone has the same pets, nor wants to, supplying 2 teams that both accomplish the same goals is not "wrong", I am sorry I disagree with you on what a "Guide" should be.3rd - Every team in here has been tested repeatedly since 5.4 has been released and works. If you have a specific question/critique please post it and we can validate it and update the fight as needed. But remember the goal is to ALWAYS win, not win when RNG favors the player.4th - BoF team options are listed because the "one team" does not always work (and not every veteran wants to farm an HH minfernal/abyssal set), you CAN lose if you use the explode team you describe against every enemy, for example. Additionally, by listing the different teams someone could use more than one to reduce the number of healing stops (which I know some people appreciate - less healing stops = faster completion).5th - Primary focus of goal is to ENSURE a win - pullling out a heal would work in many cases, but NOT if the enemy gets a crit. Using an extra turn to heal is better than a loss and restart. Your mileage may vary, though.6th - Because I did not specify exact breeds it is possible in those fights they WILL take a hit, the idea again is to avoid semi-bad RNG messing with you and still win. (Against Aki the turret does not ALWAYS kill the dragon).7th - I have those items, but they are not easy to acquire (the 2nd requires Engineering as a profession), so I didn't list them. You can also use the Engineering teleport to get to Winterspring faster, too. And there are many other teleport objects in the game, but that's not the primary goal so I left off just listing them.

Last edited by Rendigar on September 29th, 2013, 12:31 pm, edited 1 time in total.

Hmmm, you know you bring up another good point - I should add in an assumption that there will be no requirements for duplicates of any particular pet. Because you can definitely make it easier in some fights by having two of the same pet, but many people don't like having the extras in their pet journal.

Personally I have 2 complete "burst" teams and can field 2 different explode teams, too. But I was trying to stick to the "no more than 1 of a kind" idea with the guide because I've seen many posts commenting along the lines of "but I don't have/want 2!".

I think the guide should definitely contain the best strats even if they require hard to get or unavailable pets. When that's the case, though, there should just be additional strategies and include one using obtainable pets. So, I'm glad to see you took that exact approach for b]Aki[/b] and listed both strats. I can easily see the Clockwork Gnome having availability issues for some people and its the only pet with Build Turret that I know of.

Since you did list two teams for Aki, you might list the the Snarly/Vampiric Batling team for Zusshi. The Batling really is outstanding in that fight. I always finish off Mollus in two Bites, with the timing being perfect because he hits us with goo on that last turn. The goo is a good thing because it prevents the sleep from happening. Being undead also means we don't have to worry about Pump killing us because we'll finish that round and have one more available. I've killed that boss with a few different Flyers before and its never felt as fast or as solid as doing it with the Vampiric Batling.

I use an Electrified Razortooth on the Burning Pandaren Spirit instead of Snarly since he takes less damage from the Cyclone. Might be worth adding as a note that it can be used there instead ... On the other hand, people are less likely going to want a choice of alternate pets there since they will likely already have or will level a Snarly anyway since they're useful in so many fights ... its not that important; I'm not going care in the least if you don't add it in.

Along the same lines, could probably have a note on Wastewalker Shu saying that a Tonk or Menagerie Custodian can be substituted for the Yeti. I've not had Pounder reapply Sandstorm so the Yeti's ability to change the weather isn't as important as it once was.

For the Flowing Pandaren Spirit, I've previously claimed that the Imperial Eagle Chick is the best. But it can be really annoying when you're only getting one hit from Slicing Wind. I'm switching over to using a P/P Wildhammer Gryphon Hatchling now as it has the same stats but can replace Slicing Wind with Peck which is more consistent.

Against Farmer Nishi, you can optimize the Brood section by changing it to Pump > swap to Tonk > Ion Cannon.

I've been getting 12 round kills against the Whispering Pandaren Spirit using a P/P Nether Faerie Dragon (Arcane Blast, Life Exchange, Moonfire) and Chrominius. The only "problem" I've had is that when Whispertail dies in 3 rounds, Wild Winds is still up when I pass my carry pet through and it takes 100 points of damage or so. If you have a level 1 carry pet, you can just grind the Nether Faerie Dragon to death and do a death swap; you'll just spend a couple more rounds on the fight.vs Dusty - Moonfire > Arcane Blast x3 > Dusty dies - if slept, Arcane Blast > Life Exchange > go back to first linevs Whispertail - Life Exchange > Arcane Blast til Whispertail dies (usually twice)vs Spirit - swap to carry pet - swap to Chrominius - Howl > Bite > Surge of Power

My Grasslands Cottontail/Blue Clockwork Rocket Bot strat for Major Payne has been edited instead of just copied from here and there are some mistakes. First thing is that the Grasslands Cottontail is not a must have for the fight; it's just the best rabbit for the job (like vs the Thundering Pandaren Spirit). What is pretty much mandatory is that the Rocket Bot be of the S/S breed so that it is faster than Beakmaster.

vs Grizzle - if carry pet can take one hit from Rampage- Dodge > Flurry > swap to Carry pet > swap to Rocket Bot- (Grizzle opened with Rampage) Sticky Grenade > Minefield > Batter until Grizzle dies- (Grizzle opened with Bash) Minefield > Sticky Grenade > Batter until Grizzle diesvs Grizzle - if you want carry pet to take no damage- Dodge- if Grizzle did not open with Rampage, then Forfeit and start again- Flurry > Burrow > swap to Carry Pet > swap Rocket Bot- Sticky Grenade > Minefield > Batter until Grizzle diesvs Beakmaster- Sticky Grenade > Batter until Rocket Bot dies- select Grasslands Cottontail- Dodge (only very rarely will this not turn out to be the best move)- Flurry until Beakmaster diesvs Bloom- use Burrow or Dodge whenever Entangling Roots has been cast on you- Flurry Bloom to death

I did a bunch of thinking about Moruk and Feasel back when when it was first found on the ptr that changes were being made to those pets. My take on the Feasel fight was that a Mechanical Dragonling with (Breath, Bombing Run, Explode) should actually be better than the old combination of (Breath, Decoy, Explode). I posted my analysis here if you'd like to see my reasoning. It turned out that we can still do Decoy/Explode with the Zeppelin against Moruk (though I've been going with Bombing Run/Decoy) so that part of the post feel free to ignore if you want to.

I've swapped in a Nexus Whelpling for the Emerald Proto against Hyuna of the Shrines and it feels faster (though I spose prone to occasional RNG). The speed increase is probably worth that chance though.

Chi-Chi seems ideal against the water (flowing) spirit rather than other flying pets. The 3rd pet isn't really needed but I'd probably just bring a Crocodile of some description for a fast/safe finish. Chi-Chi is also very good against Wastewalker Shu.

In essence, use Ethereal when the big burst turns are going to go off (just watch the debuff countdown), otherwise use Alpha Strike. Take tranquility in the other slot.

For the flowing spirit, you can swap the carry pet in and out during the elemental's first 2 turns as they are geyser->whirlpool, or I guess start with the carry pet against marley, attack once, then swap in Chi-Chi on turn 2, as these turns are Whirlpool->Dive.

For Shu, dodge the Whirlpool from the first pet when necessary with Ethereal, dodge either of the first or second turn of the elemental's stuff as convenient as both are harder-hitting attacks, use Tranquility on the 3rd turn against said elemental. Guess when the next two big hits are coming and Ethereal one of them, or just finish it off. You can swap in a carry pet on the first turn of the 3rd pet, and then use whatever your favourite mechanical is to finish the battle.

Re: Stencil (not going to quote as your post is long and contains alot of good info).

I listed more than one strategy because a) they have been proven to work well and b) they obey the rules of the guide - no hard/impossible to get pets (Vampiric Batling is NOT an option for a new player who happens to pet battle). Not everyone will agree, but the idea is to make the guide useful to a broader range of people.

My fellow tester always used the Electrified Razortooth instead of Snarly, but what I could not get around was the lack of a "goes first" move which makes several fights go smoother. So I stuck to the crocs (who all have the same moveset). I will run a couple dozen tests on the fights when I can, though, because I'm probably just being too cautious (I am VERY cautious and the object is to win as often as possible).

Wastewalker Shu: The only reason to not use a Tonk/Custodian is that 5% miss chance on Shock & Awe. Otherwise, yes they replace the Yeti nicely. But we can get buried in "this pet or that pet can also do that" and the guide will be 10 more pages.

Flowing Pandaren Spirit: I agree with you there it can be completely frustrating to hit once instead of 2-3 times, I'll update that fight, I think have the P/P Gryphon - but I might not, it has a ton of breeds, but I know you are right - consistency is key. And by my logic above for Shu I'm not sure listing the moth version of the strategy should be listed as it's not anywhere near as smooth as the Gryphon (or Eagle) was. But it is a different pet entirely, argh...

Farmer Nishi: I think you missed that you don't start with the carry pet now, so "Pump > swap to Tonk > Ion Cannon" wont get your carry pet any XP.

Whispering Pandaren Spirit: I expect that will go into the guide as fast as I can test it (I really HATE this fight's RNG nonsense). Giving people a second solid strategy should help alot of people get past him with less teeth grinding.

Major Payne: Thank you for reposting it, I lost track of your original post and only had the notes I'd made on what had worked for me in my daily runs. Being able to bring a carry pet who takes no damage might appeal to many - I have the "bad" habit of levelling all pets to 10 before I use them on the circuit, it only takes a few fights without a sausage and I tend to get 10-12 to level 10 so I can get 4 of them to 24-25 a day for 3 days before I need to do it again.

Moruk / Feasel: Once the DMF comes back around I'll run through your post. Since the current Decoy/Explode works with the Zeppelin vs Moruk I don't think it needs to be altered, but I like the no-miss with Bombing Run so I better test it.